| Effect |
Base Price |
Example |
| Ability bonus (enhancement) |
Bonus squared x 1,000 gp |
Belt of incredible dexterity 2 |
| Armor bonus (enhancement) |
Bonus squared x 1,000 gp |
+1 chainmail |
| Bonus spell |
Spell level squared x 1,000 gp |
Pearl of power |
| AC bonus (deflection) |
Bonus squared x 2,000 gp |
Ring of protection 3 |
| AC bonus (other)1 |
Bonus squared x 2,500 gp |
Ioun stone (dusty rose prism) |
| Natural armor bonus (enhancement) |
Bonus squared x 2,000 gp |
Amulet of natural armor 1 |
| Save bonus (resistance) |
Bonus squared x 1,000 gp |
Cloak of resistance 5 |
| Save bonus (other)1 |
Bonus squared x 2,000 gp |
Stone of good luck |
| Skill bonus (competence) |
Bonus squared x 100 gp |
Cloak of elvenkind |
| Spell resistance |
10,000 gp per point over SR 12; SR 13 minimum |
Mantle of spell resistance |
| Weapon bonus (enhancement) |
Bonus squared x 2,000 gp |
+1 longsword |
| Spell Effect |
Base Price |
Example |
| Single use, spell completion |
Spell level x caster level x 25 gp |
Scroll of haste |
| Single use, use-activated |
Spell level x caster level x 50 gp |
Potion of cure light wounds |
| Command word |
Spell level x caster level x 1,800 gp |
Cape of the mountebank |
| Use-activated or continuous |
Spell level x caster level x 2,000 gp2 |
Lantern of revealing |
| Special |
Base Price |
Adjustment Example |
| Charges per day |
Divide by (5 divided by charges per day) |
Boots of teleportation |
| No space limitation3 |
Multiply entire cost by 2 |
Ioun stone |
| Multiple different abilities |
Multiply lower item cost by 1.5 |
Helm of brilliance |
| Component |
Extra Cost |
Example |
| Armor, shield, or weapon |
Add cost of masterwork item |
+1 composite longbow |
| Spell has material component cost |
Add directly into price of item per charge 4 |
Wand of stoneskin |
Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.
1 Such as a luck, insight, sacred, or profane bonus.
2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
3 An item that does not take up one of the spaces on a body costs double.
4 If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges. |